Hex Tile node
Access: Nodes > Procedural > Pattern > Hex Tile Node
The Hex Tile node randomly distributes textures across the UV plane, resulting in a seamless organic look that has no tiling repetition.
This node can be used with both tiled and non-tiled assets, which means even if you have a single non-tiling image, you can create an infinite, natural surface without any visible seams. This node is useful for texturing rock or sand.
Tiled node inputs
• UV — The UV plane you are distributing the texture over.
• Image —The image you want to project onto the UVs.
Hex Tile node properties
|
Image |
Image selection | The input image you want to project onto your object. |
| Image Does Not Tile | Checkbox |
Check this if you are not using a tiling image. When this option is selected, Mari prevents sampling from crossing input image boundaries. |
| Sample Size | Slider, textbox | The area of input image to sample for each hex tile. |
| Normal Map | ||
| Image Is Normal Map | Checkbox | If the input image is a normal map, it requires some extra handling. Check this option to enable normal map rotation. |
| Green Channel | Dropdown | Whether the normal map is treated as having a Y+ or Y- green channel. |
| Blending | ||
| Bleed | Slider, textbox | Defines the range of bleeding between hexagons. |
| Contrast | Slider, textbox | Defines the contrast of blending between hexagons. |
| Rotation | ||
| Rotation | Slider, textbox | Initial rotation for the sample of each hex tile |
| Rotation Variation | Ranged slider | Random rotation control on top of the initial rotation |